Demonstrate Version 1. Shipping is greater than Perfect.

Every game you've ever played was shipped by someone who decided "this is good enough to share." Today, that's you. Watch how the creator of Kirby and Super Smash Bros talks about the moment a game reaches players:

Video: Risk and Reward — Masahiro Sakurai (10 min)

You watched this on Day 2 when you were just starting. Watch the first 2 minutes again. Notice how differently you understand it now that you've BUILT a game with real risk and reward systems. You're not just a player anymore — you're a designer.

Discussion after watching: How does this video feel different now compared to Day 2? What do you understand about risk and reward that you didn't understand 28 days ago? That growth is real. That's what shipping teaches you.

Today is the day. You present your game. You show what you built. You explain your systems. You demo your signature feature. You celebrate shipping. This is what real studios do.

Each child presents:

  1. Core Loop explanation (30 seconds)
  2. Show 1 full game cycle (1 minute)
  3. Trigger the unlock/tier change (30 seconds)
  4. Show signature feature (30 seconds)
  5. Explain the risk system (30 seconds)
Ami — Demo Showcase

Ami demonstrates:

  • Manhattan exploration
  • Encounter triggering
  • Banking XP at Camp
  • Boss encounter unlock
  • Tier escalation
  • Risk/reward decision
Ida — Demo Showcase

Ida demonstrates:

  • Accept job on a lot
  • Manage debt pressure
  • Build completion
  • Car unlock
  • Second block access
  • Debt/bankruptcy tension

This is the real thing. Each child presents their game to family, friends, or each other. This is your launch event.

Setup:

  • Open the game from the live URL (not localhost — the real thing).
  • Have the demo script from yesterday ready.
  • If possible, set up so others can see the screen (TV, projector, or just gather around).
  • If possible, film it. This is a moment worth capturing.

Demo format (3 minutes per child):

  1. Introduce your game — name, one-sentence description.
  2. Show one full cycle — play through the core loop live.
  3. Show the risk moment — get into danger and make a decision.
  4. Show your signature feature — the thing you're most proud of.
  5. V2 teaser — what would you add next?

After each demo:

  • Audience plays the game for 2 minutes.
  • Applause. Seriously — clap. They earned it.
  • One question from the audience: "What was the hardest part?"

If something breaks during the demo: That's fine. Real launches have bugs. Handle it with grace: "That's a V1 feature — we call it a surprise mechanic." The audience will laugh. Professionalism isn't perfection — it's composure.

  • Final 10-minute playtest (no code changes unless game-breaking)
  • Run through demo script one last time
  • Present game to instructor/family (3 min per child)
  • Let the audience play for 2 minutes each
  • Answer questions about design decisions
  • Share the live URL with at least one person outside the room
  • Celebrate shipping Version 1
  • Checkpoint

    Both games are playable from Start → Progress → Unlock → Risk → Reset. Demo is completed successfully.

    No code changes unless game-breaking bug. The game is what it is. Ship it.

    Last-minute changes that break things — the code is frozen. Do not touch it unless the game literally will not run.

    Not following the demo script — a practiced demo is a confident demo. Follow the structure.

    Apologizing for what's not in V1 — celebrate what IS in Version 1. Everything else is Version 2.

    CELEBRATE. Loudly. This is a real accomplishment. Two browser-based 3D games built from scratch in 30 days. They understand state management, game systems, risk-reward design, tier scaling, unlock logic, persistence, deployment, and shipping discipline. Most adults have never shipped a software project.

    The demo is a life skill. Presenting your work confidently matters far beyond coding. If they stumble, encourage them. If they nail it, let them know. This builds real self-confidence backed by real competence.

    Ask both children these three questions:

    • "What was the hardest part of the whole 30 days?"
    • "What system or feature are you most proud of?"
    • "If you had 30 more days, what would Version 2 add?"

    Save everything. Screenshots, the contracts, the before/after images, the live URLs, the reflection answers. This is portfolio material. In a year, they'll look back at this and be amazed at what they built.

    Consider a small celebration. Pizza, ice cream, certificates, whatever fits your family. Shipping is worth celebrating. They earned it.

    Both games are live, playable, and presented. Core loop works. Risk engine functions. Progression is gated. Signature features trigger. State persists. Version 1 is shipped. Congratulations, you are game developers.

    You shipped Version 1. That's not the end — it's the beginning.

    Version 2 ideas — you probably have a list already. New zones, new mechanics, new art, multiplayer, sound effects, music. Write them all down. Prioritize. Pick the top 3. That's your V2 scope.

    Keep learning:

    • Three.js documentation — you've barely scratched the surface of what's possible
    • JavaScript fundamentals — deeper understanding of arrays, objects, and functions will unlock more complex game systems
    • Game design theory — watch more GMTK, Masahiro Sakurai, and Extra Credits videos
    • Other people's code — read open-source game projects on GitHub. See how others solve problems.

    Remember what you accomplished:

    • You designed a game system from scratch.
    • You wrote real JavaScript that runs in a browser.
    • You built 3D worlds with Three.js.
    • You implemented risk/reward, progression, persistence, and unlock logic.
    • You debugged, polished, froze, deployed, and presented.
    • You shipped. Most people never ship.

    You are game developers.